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Rules Index | GM Screen | Player's Guide


Gears Equipment

Mobility Devices

Source Guns & Gears pg. 90
Over the history of Golarion, countless cultures have used innovative mobility devices. While you can find more information, as well as several magical mobility devices and additional add-ons, on page 66 of Pathfinder Lost Omens Grand Bazaar, additional devices appropriate to the themes of invention and innovation can be found in this section.

Wheelchairs

Source Guns & Gears pg. 90
Wheelchairs provide comfort and support when traveling. You can use the item either in an ambulatory manner or every day, depending on your character. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. Each wheelchair has the following features.

Adjustable Seat Belts: These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked or handled roughly. You can open and release all of your belts with an Interact action.

Bulk Limit: A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry (Core Rulebook 272). Sum up the Bulk of all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual consequences when there is too much Bulk on you and your wheelchair: if there is more than 5 + your Strength modifier, you're encumbered, and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk does not count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately.

Frame: A wheelchair is typically made from common materials like wood. It can also be made from other materials such as steel, or rarer materials like mithral. The wheelchairs presented in this section are assumed to be made from durable wood.

Magic: The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form are also applied to the chair and it transforms with you so long as you're using it. You can choose what appearance this has. For example, when you transform with wild shape, you can choose to have full mobility of your limbs or have the chair transform to become a wheelchair appropriate for that shape, such as wheelchair harnesses for dogs.

Movement: While using a chair, you Stride at your normal Speed (the Speed listed for your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the handrims. You can propel the wheelchair even while holding something in your hands, but not if you've restrained or otherwise unable to move your hands freely. You are still affected by difficult terrain and other terrain features, and any effect that would immobilize you, give a penalty to your Speeds, and so on based on entangling or hindering with your legs applies to the wheelchair as well. You can use all of your actions while in a wheelchair. The impulse control add-on allows you to direct a wheelchair with your fingers or nerve impulses instead.

Quick-Righting: If the chair is tipped or you are knocked prone while in the chair, you can right yourself using the Stand action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action.

Related Rules

Chapter 11: Crafting & Treasure (Source Core Rulebook pg. 531 2.0)
Assistive Items (Source Grand Bazaar pg. 67)